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…p GPU skinning Hello Kitty Party Land's characters drew as huge stretched triangles. The split reported that the ComputeShader objects (class 72, type hash 43a0948a...) in Data/Resources/unity default resources and Data/globalgamemanagers.assets had no type tree from a bundle and no layout in unityfs.py, so their kernels were left out; the run then logged "the dispatched program has no compute shader" where Unity's built-in Internal-Skinning dispatch should run, and the characters drew from vertex buffers it never wrote. COMPUTE_6000_3 is the 2022.3 layout with an int resType after each resource's texDimension and threadGroupSize a staticvector again, written from AssetRipper's StructsDump/release/6000.3.11f1.dump. Checked: it matches all 159 nodes and alignment flags of that dump; all 11 ComputeShader objects in the two files read to their exact ends (Internal-Skinning 40 kernels, Internal-BlendShape 9); the split finds 92 compute shaders instead of 1 with no shader missing from the map at run time, and the Mac app draws the characters right. test_unity_known_trees lists the new hash. Docs: a Unity 6000.3 item under "Unity ComputeShader objects" in docs/reference/shaders.md. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01R7xrTscy83tumn2qjtrv6a
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…p GPU skinning (#857) Hello Kitty Party Land (Unity 6000.3.11f1) drew its characters as huge stretched triangles. Its ComputeShader objects (class 72, type hash 43a0948a...) have no type tree from a bundle and no layout in unityfs.py, so the split left out their kernels, Unity's built-in Internal-Skinning among them. The run then logged "the dispatched program has no compute shader" and the characters drew from vertex buffers nothing wrote. COMPUTE_6000_3 is the 2022.3 layout with an int resType after each resource's texDimension and threadGroupSize a staticvector again. It is keyed by type hash and used only for stripped files no bundle lends a tree to. All 159 nodes and alignment flags match AssetRipper's 6000.3.0b4, 6000.3.0f1, 6000.3.11f1 and 6000.3.20f1 dumps, compared here. PR #857 and PR #791 report the same hash on different games; those game results were not repeated here, since no game with this hash is available. The fixture from PR #791 reads to its exact end and into the split, and fails with the 2022.3 layout. Silver Pines (6000.3.15f1) already has these kernels in its table without this layout. PR #791's Shader layout is left out: its hash is not confirmed. Co-authored-by: James <12531452+capibawa@users.noreply.github.com> Co-authored-by: Tom Ramsden <13732780+gnosticgeek@users.noreply.github.com>
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Landed on The layout is yours. It is the same expression as in #791, so the commit consolidates the two: it adds #791's decoding fixture, and the docs entry keeps your Hello Kitty finding. I compared the layout with AssetRipper's 6000.3.0b4, 6000.3.0f1, 6000.3.11f1 and 6000.3.20f1 dumps, and all 159 nodes and alignment flags match. I don't have a game with this hash here, so the docs record your game results as reported by this PR, not repeated. |
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What and why
Hello Kitty Party Land 1.0.2 (01001340271EC000, Unity 6000.3.11f1) drew its characters as huge stretched triangles. The shader split reported that the
ComputeShaderobjects (class 72, type hash43a0948a…) inData/Resources/unity default resourcesandData/globalgamemanagers.assetshad no type tree from a bundle and no layout inunityfs.py, so their kernels were left out. The run then loggedthe dispatched program has no compute shaderwhere Unity's built-inInternal-Skinningdispatch should run, and the characters drew from vertex buffers it never wrote.COMPUTE_6000_3is the 2022.3 layout with anint resTypeafter each resource'stexDimensionandthreadGroupSizeastaticvectoragain, written from AssetRipper's 6000.3.11f1 release tree.Reference entry: a "Unity 6000.3" item under Unity ComputeShader objects, beside the 2017.4, 2019.4 and 2021.3 ones.
Checked
dm/gfx/tests/test_unity_known_trees.py(now listing the 6000.3 hash) passes. The GPU tests (make -C dm/gfx/tests GAME=<id> run) were not run.ComputeShaderobjects in the two files read to their exact ends (Internal-Skinning40 kernels,Internal-BlendShape9).scripts/regress.py check --gameswas not run. The change only adds aKNOWN_TREESentry for a type hash no layout covered, which the split's second pass uses only for stripped files of that hash. Games of other Unity versions read exactly as before.Docs
docs/reference/<subsystem>.mdentry, andpython3 dm/tools/docs_symptoms.pywas run (the symptom index; an item under an existing entry, so it did not change)unityfs.pyreads Unity files for the split; the translation chain is untouched)